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Classic Spycraft: The Silver Line [BUNDLE]
by Adam L. [Verified Purchaser] Date Added: 10/16/2013 22:08:13
The books are older and out of print but the PDFs are awesome with most of the basic tricks you would come to expect from a PDF.

The bundle has everything you need to play and more!

Rating:
[5 of 5 Stars!]
Classic Spycraft: The Silver Line [BUNDLE]
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Little Wizards
by Jay S. A. [Featured Reviewer] Date Added: 09/12/2013 00:18:29
Little Wizards is the latest RPG from Crafty Games, the same people who brought us Spycraft, Fantasy Craft and the Mistborn Adventure Game. Little Wizards is an RPG designed for kids, and is based on Contes Ensorceles from 7eme Cercle.

Intended as an introductory game to the wonderful world of RPGs for kids aged 6 to 10 or so, Little Wizards takes place in Coinworld, an flat, circular world with two very different faces named Heads and Tails.

Each world has it’s own set of islands that serve as the center of civilization. Heads is a world with an enchanting charm and a friendly environment, while Tails is darker and gloomier, though not much more dangerous.

The trick to these two sides is that it takes magic to travel from one to the other, and thus the reason why Sorcerers and Mages are the central figures to the setting.

The game takes pains to differentiate the two. Sorcery is inherent to a person and is passed on from parent to child. Mages on the other hand are those who develop magic through book learning.

Adventures in Little Wizards are keyed towards kid friendly romps through the setting, and the game doesn’t disappoint. Each of the worlds are detailed in ways to inspire various adventures without being too scary or disturbing for kids.

Character creation is a breeze with the essential choice of being either a Mage or a Sorcerer. This is followed with a whole bunch of fun lists to choose what the Wizard in question looks like, and acts like, and what they’d like to do. The three mechanical traits are Body, Heart and Brain which are ranked according to a scale of Good, Better and Best. Powers are chosen next, with Wizards picking two powers from a list of 3, and getting a Broom Riding Power for free. Powers are ranked similarly to traits, except that they are Good in two powers, while being Better in one of their choice.

The basic mechanics are also very easy to grasp, with a simple 2d6 die roll plus the traits against a target number. It’s possible to get a Disaster if you roll two ones, and a Brilliant Success on rolling two sixes. To help the Narrator on setting difficulties for powers, they also list a bunch of sample difficulties per power set.

The book continues with a lot of useful advice for a Narrator running the game for kids. I’ll admit that the advice is useful even for running for adults and it’s a welcome addition to a game that’s focused on running for a much younger demographic.

The book also includes three Tales, adventures that are ready to run straight from the book, with accompanying material that detail a couple of locations in better detail.



Overall, Little Wizards is a pretty book with colorful illustrations, a unique setting, solid core mechanic, and written in a manner to teach people to run games for the younger age group.

It’s very rarely that I get to see a game that has such a strong focus on usability as Little Wizards. The game guides Narrators in every step in making sure that the end result and adventures for kids are rewarding and fun.

I’ve long held the opinion that Crafty Games are some of the best people at being able to convey the mood of the source material through their work. They were the one group that was able to make Mistborn come alive at the gaming table, and seeing them apply the same clarity to Little Wizards makes it a must-buy for any gamer looking to run for kids.

Rating:
[5 of 5 Stars!]
Little Wizards
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Little Wizards
by Devon K. [Verified Purchaser] Date Added: 09/06/2013 21:33:22
Little Wizards is a great game. It really is. The PDF is a very easy read and the pages just pop with ideas as I read them. The game is designed to be played with children and is very accessible. I've played this with my 5 year old son many times and we've had a blast every single time. While it takes work to get him to play (not the game's fault) he loves every moment, engaging his imagination, fighting goblins, getting familiars out of trees and scaring zombies into shark infested waters.

The world is divided into two sides of a coin, light and dark. The book has little detail provided on each side of the world and small write-ups of a couple of the archipelagoes create explosions of inspiration for me. I can't stop thinking of adventure ideas as I go through the book.

I've run this game for my game group consisting of adults and we had a blast, as well. The Tails side of Coinworld has all that dark magical goodness that lets you get as dark as you want. The rules are loose and free, yet provide just the right amount of structure. This game is wonderful as a one-shot and for campaign play.

Rating:
[5 of 5 Stars!]
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Little Wizards Preview
by Ray W. [Verified Purchaser] Date Added: 08/25/2013 18:59:29
This preview is great, I had heard an interview on Sharkbone podcast about this game and since I have two girls in the age range I thought it would be good to check it out. the preivew gave me just enough detail to know I wanted more and that it will suit my girls. I have now bought the full RPG and am making my way through it now.

Rating:
[5 of 5 Stars!]
Little Wizards Preview
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Little Wizards Preview
by Clay K. [Verified Purchaser] Date Added: 08/09/2013 12:47:20
I thought it was a great idea. A little old for my kids presently, but when they hit about 7-8, I think it will work fine!
Good variety with a simplistic twist!
Thanks

Rating:
[4 of 5 Stars!]
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Fantasy Craft Second Printing
by Sam R. [Verified Purchaser] Date Added: 05/24/2013 17:50:43
A fresh and inspiring take on the d20 system with many practical new mechanics (as well as a few which could be dispensed with). The introduction of drama dice as both a reward system and a multifunctional means of boosting rolls is especially appealing. I was also pleased to find the openness of the system allows for much customisation to suit particular sub-genres and settings. My only criticism is that I feel some of the low-level class features are a bit gratuitous although I have not experienced all of them in play yet and so they might be more balanced then first seem.

Rating:
[5 of 5 Stars!]
Fantasy Craft Second Printing
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Call to Arms: Crusader
by Montgomery A B. [Verified Purchaser] Date Added: 02/08/2013 13:11:54
Great take on a more martial version of the Priest in Fantasy Craft. The many Subplots granted by the class features, and the Reputation rewards for completing them, are great feature, and the other class features make this a stand up class to stand up for your god, and be a viable alternative to the Soldier and the Monk as front-line base-class combatants. A good read, and an excellent addition to an already great game.

Rating:
[5 of 5 Stars!]
Call to Arms: Crusader
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Fantasy Craft Second Printing
by Ward M. [Verified Purchaser] Date Added: 02/02/2013 09:23:28
Fantasy Craft, Second Printing (Crafty Games)
402 page PDF

The good:
I really enjoyed the point-buy system for creating NPC/Monster challenges for the party to face. I've never seen anything like it before.

The bad:
Unfortunately, the bad outweighs the good. Organizationally, this book is a hot mess. I read the character creation chapter twice, and I am still not sure I understand it. (I have been gaming for 30 years) Most of the book just seems needlessly complex to me.

After reading the dozen-plus glowing reviews on this website, I was expecting this to be the best book in the history of gaming. (I guess disappointment was inevitable)

The bottom line:
If you are looking for a ready-made campaign, this isn't your game. It's more of a toolbox that lets you create the fantasy of your choosing. Be prepared to do a LOT of work preparing and planning the campaign before play begins.

Rating:
[3 of 5 Stars!]
Fantasy Craft Second Printing
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Call to Arms: Crusader
by Megan R. [Featured Reviewer] Date Added: 01/30/2013 04:56:49
When you go forth to preach, the saying says, do not forget your cudgel. Sometimes words (or spells) alone are not enough to further your deity's ends upon this earth, and that is when you call upon the Crusader, an holy warrior dedicated to the service of his god and expressing his faith through force of arms against the enemies that dare oppose him.

The Crusader's primary abilities revolve around combat, with his prowess being enhanced with powers granted through his faith by his deity. As well as slaying his god's enemies, he may quest for artefacts sacred to his faith or those which threaten it, and provide martial support to other devotees such as Priests or Inquisitors. Indeed, a whole campaign might revolve around a god-fearing party sent on missions to further their chosen faith, with the Crusader providing the muscle.

In battle, the Crusader can increase his effects through Battle Chants in which he calls down divine aid upon himself and his comrades, as well as having the ability to smite targets of a particular type abhorred by his deity. It's an excellent class for players who enjoy combat but don't want to be mindless in their violence. Many races do well at this class, provided they match unswerving faith with physical strength and intelligence. A powerful influence is the Crusader's 'Call to Arms' in which a divine mission is selected, a point at which GM and player can collaborate in shaping the Crusader's role and the entire campaign; with futher opportunities to add more subplots as the game develops.

This class takes a basic 'Holy Warrior' concept and turns it into something truly game-changing.

Rating:
[5 of 5 Stars!]
Call to Arms: Crusader
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Call to Arms: Inquisitor
by Megan R. [Featured Reviewer] Date Added: 01/30/2013 04:28:22
Suitable for a campaign where at least one deity demands worship and has an organised and influential organisation to meet that deity's needs, the Inquisitor character class is based around the role of an agent charged with keeping devotees on the straight and narrow, and stamping out heresies and dissent wherever they raise their head.

An Inquisitor needs to be wise as well as forceful, and it is a suitable role for lovers of intrigue. Whilst they can use violence to further their ends they are not generally front-rank combatants when it comes to a brawl although they can be potent in a supportive role, particularly when they can be theatening and intimidating against those of an alignment (or faith) different to their own. Many say Humans make the best Inquisitors but both Elves and Orcs have proven successful in their own way too. Whilst religious fervour and an unbending nature are common, some Inquisitors hone their investigative skills to become effective dectectives rooting out malcontent and dissent even when it is well-hidden. It is a role full of possibilities both for the player and for the GM seeking to embed this strand within the overall plotline or even weaving adventures around this approach to religious purity.

A series of style feats based around persecution provides an added advantage when dealing with those of a different alignment and gives scope for non-combat activities. Overall this is a role suitable for both players and NPCs alike, one full of story potential (and one that's causing me to reach for the plotbook even as I finish writing the review!).

Rating:
[5 of 5 Stars!]
Call to Arms: Inquisitor
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Call to Arms: Avatar
by Megan R. [Featured Reviewer] Date Added: 01/30/2013 04:03:43
Fantasy gods like to meddle in the affairs of mortals, but prefer not to get their own hands dirty or put themselves at risk... and the Avatar class is a perfect vehicle for their machinations!

This beautifully-crafted class allows the character to promote the interests of his deity whilst remaining eminently playable as an autonomous character. It is well-suited to the dedicated role-player interested in developing a rounded character with a specific devotion to something 'higher' than himself. Class-specific abilities are honed to represent the chosen deity's influence and patronage with a range of options available to suit both deity and the concept that is required: anything from a brash youngster marked out for a bright future to a wise counsellor drawing on more than his own knowledge, a grim and ruthless performer of his god's dirty work or a quiet labourer toiling to further the interests of a more gentle deity.

The role is intended to be a supportive one, someone who provides quiet direction to the rest of the party, perhaps even subtle manipulation to achieve the deity's ends. The Avatar can be a potent spell-caster and battlefield support with a range of abilities that empower both the Avatar himself and his companions to survive - including several ones which allow rerolls at critical moments! You can just image the deity looking down and saying "Hmm, can't have that happen now!"

This class could be a potent force in a campaign where the Gods play a pivotal role, and will work best when player and GM are prepared to collaborate to create a real sense of divine intervention during the course of the action. Neat!

Rating:
[5 of 5 Stars!]
Call to Arms: Avatar
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Call to Arms: Avatar
by Jay S. A. [Featured Reviewer] Date Added: 01/30/2013 00:04:00
The Avatar is one of Fantasy Craft’s latest releases in the Call to Arms series. As a Master Class, it represents concepts that are open to the higher level characters in the game.

In the Avatar’s case, we’re looking at characters that are living embodiments of faith, the pinnacle of religious unity between man and god. It’s an interesting concept, and is a recurring theme in a lot of Fantasy fiction, and I’m eager to sink my teeth into what this class can do.

As with the other classes, the Avatar can take a myriad of specific concepts. From a reincarnated master to an offspring of the gods come to further the agenda of his divine parents. This is the kind of flexibility that I’ve come to expect from Fantasy Craft and I can already see how this can be useful in a Wuxia campaign, for example.

Unlike the Base or Expert classes, the Master Class does not begin with a Core Ability.

The Avatar begins, appropriately enough, with an ability called Alpha. Each teammate that can see or hear the character, and any other character who shares the same Alignment who can see or hear you becomes immune to negative morale penalties and Morale effects. These characters all automatically succeed with Knowledge checks made to recognize the Avatar.

While this doesn’t seem like much, immunity to negative effects is always handy. The added value of being able to be recognized on sight by those of your faith is a nice touch.

So it was Written… allows for the Avatar to reroll a failed save, attack check or skill check a number of times in a session equal to the Avatar’s Class Level.

Path of the Devoted has the Avatar take a Step in their chosen Alignment.

Sliver of Divinity is an interesting power that allows you to bestow your teammates a Step in a chosen Path. It might not sound like much, but this means that the entire team gains extra abilities or powers by virtue of having the Avatar among them.

…So it is Done allows the Avatar to apply the So it was Written… rerolls for their teammate’s failed rolls. I can imagine Avatars being everyone’s best friends at this point if they aren’t already.

The Avatar’s final ability, Omega is literally awe-inspiring. Once per session they can reveal the full glory of their Alignment to unbelievers. Those who do not share the Avatar’s alignment must make a Will save or immediately be sprawled and frightened for 3d5 rounds. Thankfully this power does not affect teammates.



As a fan of support classes, I’m pretty pleased with what the Avatar brings to the table. Combined with some of the earlier Base or Expert Classes, this can be made to simulate all sorts of divinely powered Chosen Ones. They might not be the damage dealers, but their ability to supplement their team and bestow immunities and even rerolls are incredibly useful for a broad range of situations.

Of the three Call to Arms classes in this wave of releases, I think that the Avatar is perhaps one of the most interesting in terms of story potential. Already I can see how the Class works to simulate a Bodhisattva or other enlightened beings.

Rating:
[5 of 5 Stars!]
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Call to Arms: Crusader
by Jay S. A. [Featured Reviewer] Date Added: 01/29/2013 23:27:35
The Crusader is the iconic Holy Warrior. Unlike the Priest, the Crusader expresses his devotion to his religion through martial skill. Of course, this being Fantasy Craft, the Crusader Class encompasses a huge amount of possible concepts. Anything from the iconic Paladin to a vicious zealot to witch-hunters all fall under the purview of the Crusader class for as long as we’re talking warriors with religious fervor.

The Crusader’s Core Ability is Purifier, which allows the character to spend 1 action die to boost an attack or opposed skill check targetting a character with a different Alignment. This pretty much is a microcosm of what the Crusader is all about, smiting heathens, which is a perfectly awesome thing to do.

A Crusader also starts off with Called to Arms, a chain of Class abilities that tie into the Subplot mechanic from the Fantasy Craft core rules. While pursuing this Subplot, the Reputation reward for the adventure increases, and completing it grants 1 rank of Renown in a track of their choice. The Crusader also gains their Alignment’s ritual weapon at no cost. I love this particular series of Class Abilities as it emulates the Questing nature of the Crusader. Whether it’s to liberate a holy land, cleanse witches or find a sacred artifact, it’s a neat way to fold in mechanics with a compelling story that further motivates the Crusader and makes him a force of change rather than just someone that is content to wait around a tavern until some mysterious stranger hands him a map.

Starting from the second level, the Crusader also gains access to Battle Chants, another chain of Class abilities that allow for them to grant beneficial effects to themselves. These range from bonuses to attacks, Defense or various resistances. As the Crusader gains further levels he can access more chants and grant their benefits to a comrade as well. It’s a great way to emulate the prayers before (or during a battle) that make playing such a character more flavorful and rewarding.

The Path of the Crusader chain represents how the Crusader moves along his Alignment’s Paths, gaining abilities relevant to the Path that the Crusader is pursuing.

The ever-popular Smite power is here, allowing the Crusader to lay down divine wrath upon their enemies. The Crusader chooses the type of opponents that suffer from his wrath. When the Crusader spends and rolls an action die to boost damage, they may replace the action die’s result with half their Career Level. This is a neat little safety built in so that there’s never a point where the action die is “wasted” by a bad roll.

Sword of Faith is another interesting power as it infuses sacred weapons with divine power. When wielding their ritual weapon, the Crusader can bestow an Essence (aka magical effect) upon it. The further abilities on this chain allow for additional effects to stack, creating truly fearsome (and customized) weapons.

Divine Virtue allows the Crusader to grant immunity to baffled, fixated or frightened conditions as long as your allies can see or hear you. Furthermore, all of them are considered to share your Alignment. Advanced applications of this power grant further immunity to shaken, sickened and slowed as well.

The game-breaker of the Crusader Class is the aptly named Wrath of God. Once per session, a Crusader can opt to use the ability upon hitting an opponent with an attack. If the target is a standard character, it dies. If the target is a special character, then they get to make a Will Save or die.



As a big Paladin fan, I find the Crusader to be downright awesome. It takes on the role of a divine warrior and plays it to the hilt. The high standard of quality when it comes to Fantasy Craft classes shines through in the Crusader, and as always it gives options without restricting player creativity.

The fact that it is actually possible to play a divine sniper of sorts as a Crusader, or to run around as a Solomon Kane-ish character with the Class is all the more reason to like it.

Rating:
[5 of 5 Stars!]
Call to Arms: Crusader
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Call to Arms: Inquisitor
by Jay S. A. [Featured Reviewer] Date Added: 01/29/2013 23:26:12
The Inquisitor is the newest Expert Class to be released in the 4th wave of Fantasy Craft’s excellent Call to Arms series of supplements. As always, the Class is not a specific thing, but covers a wide variety of interesting character concepts ranging from the classical Church agent that hunts down heretics to cruel enforcers that protect the powerful from popular disapproval.

It’s an interesting class that is essentially a Religiously motivated Spy. If the Crusader is a warrior with zeal, the Inquisitor’s methods don’t always involve combat, but are more focused towards ferreting out secrets by both social and covert means.

I love that the Core Ability of the Inquisitor’s core ability is Disconcerting. It’s a great way to make an entrance or a dramatic reveal, as the character may declare their affiliation with the Inquisition to spend and roll an action die. They may then choose a number of characters equal to the roll’s result that become shaken until the end of the scene or until the start of the next combat, whichever is first.

Yes, there’s an opening right there for a Monty Python reference.

Hammer of Heretics bestows ranks of Noble Renown and bonuses to Intimidate and Investigate checks equal to the character’s Noble Renown. This ability increases with levels, allowing the Inquisitor to gain the Menacing Threat quality as well as a passive ability to counter attempts to lie or conceal the truth from you.

Condemn allows for the Inquisitor to levy a pronouncement with such force that you can make the target suffer a morale penalty with Charisma-based skills equal to the Inquisitor’s Wisdom Modifier. Higher versions of this power inflict Stress damage equal to the Inquisitor’s Class Level. While this doesn’t seem like much at the moment, given the context of Fantasy Craft’s system, this is as harsh an attack as you can make in a social setting. The penalty to Charisma-based skills equal to the Inquisitor’s Wisdom is pretty crippling for all but the most suave of characters, and could very well lead to a spiral of doom as their attempts to assert themselves in the scene only result to further ruin.

Phoenix Wright fans will definitely enjoy using that power.

Incorruptible is a nice touch as it grants Damage Resistance against an Alignment of choice. However, I was wondering if it would break in any way if I allowed the Inquisitor to change their choice of Alignment where Incorruptible would apply if they ever complete a Subplot that invalidates their choice.

Path of the Devoted allows the Inquisitor to proceed along the Steps of the Alignment they serve.

Agent of the Church is a nice touch, as the Inquisitor suddenly gets extra Reputation that they can spend to get Noble Favors. This represents how the Inquisitor’s patrons pave the way for the character to get whatever they might need to pursue their investigations.

And finally, one of the most amusingly named game-breaking abilities for the Inquisitor: Torches and Pitchforks. I don’t think I need to go into that much detail, but this allows the Inquisitor to whip up a frenzied mob hostile towards characters of your chosen Alignment and immune to negative Morale effects.



The Inquisitor is a prime example of just how Fantasy Craft is more than just a game of combat (even if it does that really well.) Having a Church Spy works for a lot of interesting concepts, and brings me happy memories of a character I once played that served in this regard.

While it might not seem so powerful outright, the Inquisitor’s abilities focus on information gathering and control, as well as the use of said information to gain necessary leverage. While it might not be an optimal class choice for a dungeon delve, many of the more political games can benefit greatly from having the Inquisitor in play.

Rating:
[5 of 5 Stars!]
Call to Arms: Inquisitor
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Mistborn Adventure Game Digital Edition
by Chris M. [Verified Purchaser] Date Added: 07/31/2012 11:30:39
This is just a quick note to correct something I saw in Jason C's review of this game. The central mechanic is NOT to roll a number of d6s and sum the result.

Instead, this game uses a unique (as far as I know) central mechanic of having you roll a certain number of dice based on your score in an attribute, plus extra dice for Traits that apply (kind of like Aspects from FATE games) and any circumstantial modifiers and then look for matches in the results. You then take the highest matching pair from 1 to 5 and try to equal or exceed a difficulty number with that match. For example, if the difficulty is 3 and you roll 6 dice and get a 1, 2, 4, 4, 5, and 3, you succeed because you have a matched pair of 4 that beats the difficulty number. Results of 6 are called Nudges and can do different things to augment success or mitigate complications from failure, but never count towards getting your matched pair. If you're rolling directly against someone (attack versus defense, for example) and you tie, then number of Nudges breaks the tie.

Rating:
[5 of 5 Stars!]
Mistborn Adventure Game Digital Edition
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